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About Broomish
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Gender
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UK
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$20 (US) to Open Carnage
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Raffle Victor
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Broomish liked a post in a topic: PropHunt gametype
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Broomish liked a post in a topic: Map Vote System
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Broomish liked a post in a topic: Accurate Camera Position (or camera_track and You!)
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Broomish liked a post in a topic: [TC21] Real-time Editing tutorial
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Broomish liked a post in a topic: Halo PC 1.0.10 official update download
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Broomish liked a post in a topic: Update: Bug fixes, new feature
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Broomish liked a post in a topic: SAPP map_skip can be abused
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mouseboyx liked a post in a topic: SAPP map_skip can be abused
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Enclusion liked a post in a topic: SAPP map_skip can be abused
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There is a small issue with delay_skip_2.lua which is if the last player in the server quits, the script will skip to the next map. I have fixed it here... delay_skip_3.lua
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Thank you mouseboyx for the script! I have made some modifications to cover a few more cases (for example, telling the player they have already voted to skip if they type skip twice) I have also only done minimal testing but as far as I know it works By the way, as for the problem of SAPP always saying "Map skipping is disabled!" when using this script and not SAPP's in-built map_skip. If you really wanted to you can edit sapp.dll with a HEX Editor and search for the string and replace it with spaces. (You have to edit the unobfuscated sapp.dll from this post). This is what I have done and it works. You will still see an empty SAPP message in the chat when you type skip but its better than nothing. delay_skip_2.lua
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Hi all, I think there is a problem with SAPP's "map_skip" where servers which have enabled map_skip can be abused. The problem is the game being skipped before it even starts. As a player on the server, this is what you see: 1) Game ends, view Post Game carnage report as normal 2) Players vote for next map (where map vote is enabled) 3) As soon as the next game is supposed to start, it ends immediately and players are put onto the "Waiting for next game screen" I have seen this on my own server and I have some logs! (In the logs below I have redacted players name and IP addresses and cd keys). The player who was causing the game to restart I have renamed to "NaughtyPlayer") These are the haloceded logs These are the SAPP logs of the same time: So as you can see there are about three times the game was immediately restarted. It looks like to me that "NaughtyPlayer" is always getting Player 1 slot and is able to type "skip" in the chat before the others can join? I am guessing that at this point SAPP thinks there is only 1 person in the game so one vote to skip is enough. I think that only explains the first occurrence though. On the next 2, it looks like some other players (as well as NaughtyPlayer) have been able to join. But naughty player spamming "skip" in the chat also makes the server restart. Anyway, anyone else ever seen this? Does anyone think that it might be possible to write a lua script which does the same as map_skip but with some improvements? For example, maybe there could be a delay before players can vote to skip the map.
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Awesome, the winewall is working for me, people can join my server! As you say, we will have to see how it holds up to an actual attack. I have nothing to report there yet but I will keep you updated! Thank you
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I just tried this. Even without running ./tc.sh it still does not show in the list. Thanks again for your help
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Update! Those changes to firewall.sh that AntiMomentum suggested fixed my ssh issue The good news is that I can now run my server with the firewall enabled and join via direct IP. However, the server is not appearing in the server list. (I tested without firewall and it appears fine). I should point out that I am NOT using docker currently. I am running haloceded.exe through wine directly. So I also made these changes to firewall.sh: I am wondering that because I have deviated from the recommended docker approach that is why I am having the server list issue. Here is some more details about my server setup but it is probably irrelevant. I added 2 unix users: admin and haloce I added admin to sudo group and blocked ssh for the root user As the admin user I run: sudo ./firewall.sh As the haloce user I run (in a different ssh session): wineconsole haloceded.exe -port 2302 -path my_path Once that starts, as the admin user I run: sudo ./tc.sh So the "logic" of this approach is a get to run the halo server as an unprivileged user.
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Thanks for the quick response I will try those changes out tomorrow
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Hi there! First off I just want to say thanks so much for spending the time coming up with this and sharing with us here. Events have transpired that I could use a DDoS firewall on my own servers after they were taken down by an attack last night. I have got stuck following your guide above. When I run sudo ./firewall.sh I lose ssh connection to my server and get back in until I reboot it I am using a Debian 9 Linode as suggested above. I don't know if it matters or not but I am running the commands as a user with sudo rather than using the root user itself. Just to provide as much info as possible these are the commands I ran (after installing Wine). This is a fresh Debian 9 install. sudo apt install iptables-persistent netfilter-persistent sudo modprobe ip_conntrack sudo apt-get install nload sudo apt-get install tshark sudo nano /etc/sysctl.conf (copied in the lines from the pastebin) sudo sysctl -p sudo apt install ipset sudo apt-get install git -y git clone https://github.com/antimomentum/haloce.git chmod +x firewall.sh chmod +x tc.sh sudo ./firewall.sh I'm probably following your instructions wrong. I would really appreciate any help!
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Invader has its own forum topic here: Check out the links there for the download and github. The github has a very helpful readme which explains how to use the individual programs. Sapien is part of HEX HEK which can be downloaded from http://hce.halomaps.org/index.cfm?fid=411 So if you are hosting a modded map, it won't download and replace the original of the people joining your server. I think what you want to do is save the map with the original name and replace the map in your own maps folder. Depending on the changes you made to your version of the map, these should sync to the clients fine. Like Vaporeon said, moving the spawns of weapons/equipment will sync to the clients and they won't need your version of the map downloaded at all.
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Yesssss that is amazing! You have made me very happy reading this My old website has fallen into disrepair, unfortunately I have not been looking after it but it is still "sort of working" here: https://www.freewebs.com/broomish/ I am planning on backing up all the old forum posts off that website if I can get a HTML scraper working. Then I will attempt to properly "decommission" it. The website was all about how to mod Halo Trial, so doesn't really serve a purpose anymore. Also, I am currently hosting a server already on Halo Custom Edition. It is called "Broomish's No Mods" (for direct IP use broomish.eu). That is rotating some of the game types we used to play on Halo Trial on Blood Gulch. I can also host Broomish's BL and once I get some mods working Broomish's Dedi
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This sounds like a far superior way to do it, to be fair! The method I described above has its disadvantages. First you have to sacrifice a weapon which you will use to "spawn" your log instead. Also, I think as similarly mentioned here, the log which is spawned this way does not have collision (so you can walk straight through the log). The way I got around this in my method was to actually have two copies of the log tag. One would be spawned as the scarified weapon, and the other would just be a normal scenery which has collision but does not sync to clients. What I had to do, was pair up the 2 types of log exactly (this was using SparkEdit) in order to get client side logs with working collision. And that was a very long and tedious process.
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Hi! I've just joined the forum here after seeing this post! Joiner friendly log mods are actually something I got working on Halo Trial many years ago now. I've actually spent many hours over the past few months remembering how I did it and then trying it out on Halo Custom Edition and I have made some progress. But first of all I better say I didn't come up with this on my own. As DeadHamster has said, someone posted on modhalo.net how to do it. It is a shame that website has gone down now with all of the knowledge that was on there. Anyway, here are some really rough steps which is the way I am doing it at least: (yes, this uses HHT and HMT, but I have found that you can edit the Halo Custom Edition bloodgulch with these tools if you edit the 2 bytes at offset 4 which changes between Halo PC and Halo CE versions of the game) Make Log Client Side Visible In HHT 1) Expand [eqip] Equipment and select powerups\full-spectrum vision 2) Swap mod2 for mod2 - scenery\trees\tree_leafy_fallentrunk\tree_leafy_fallentrunk 3) Swap coll for coll - scenery\trees\tree_leafy_fallentrunk\tree_leafy_fallentrunk 4) Expand [itmc] Item Collection and select item collections\single weapons\plasma_cannon 5) Swap weap - weapons\plasma_cannon\plasma_cannon for scen - scenery\trees\tree_leafy_fallentrunk\tree_leafy_fallentrunk 6) Expand [weap] Weapon and select weapons\plasma_cannon\plasma_cannon 7) Swap BOTH mod2 for mod2 - scenery\trees\tree_leafy_fallentrunk\tree_leafy_fallentrunk In HMT 1) Expand [eqip] Equipment and select powerups\full-spectrum vision 2) Put a tick in the "Unaffected by Gravity" checkbox 3) Copy NaN and paste it in all 5 text boxes below, overriding the values which were there before 4) Take note of the 6 hexadecimals in the text box next to the "meta" label, in the "Tag Information" section on top. For example, mine is D08F60 5) Expand [itmc] Item Collection and select item collections\single weapons\plasma_cannon 6) Change the respawn time to 32767 7) Expand [scen] and select scenery\trees\tree_leafy_fallentrunk\tree_leafy_fallentrunk 8) Replace the 6 hexadecimals in the text box next to the "meta" label with the ones for full-spectrum vision and click Save
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Hello everyone, Broomish here! Recently, (in the past couple of months or so), I've got back into Halo CE hosting and modding after many YEARS away. Back then, I only ever hosted and played on Halo Trial despite owning a legit copy of the game. Halo Trial had a great active community of players which lasted for years. In December 2012 when GameSpy discontinued the master server that hurt us a lot, but there were community patches which kept us going for quite a while after that. In fact, I think I kept on hosting up until around early 2016 but I guess I lost interest especially as the number of players died down. Anyway, I felt the urge to get back into this and I am so happy to see an active forum of people still modding Halo! I came across Chimera and Invader, which are absolutely fantastic and awesome to see still being worked on. I am currently working on trying to get some of the mods I made for Halo Trial working on Halo Custom Edition. My main focus was Joiner-Friendly mods and these included log mods. I think I've attached a ZIP here which contains some screen shots of these if anyone wants to check them out broomish_mods.zip